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Ryujinx/Ryujinx.Graphics.Gpu/Image/Sampler.cs

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using Ryujinx.Graphics.GAL;
using System;
using System.Numerics;
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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Cached sampler entry for sampler pools.
/// </summary>
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class Sampler : IDisposable
{
private const int MinLevelsForAnisotropic = 5;
/// <summary>
/// Host sampler object.
/// </summary>
private readonly ISampler _hostSampler;
/// <summary>
/// Host sampler object, with anisotropy forced.
/// </summary>
private readonly ISampler _anisoSampler;
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/// <summary>
/// Creates a new instance of the cached sampler.
/// </summary>
/// <param name="context">The GPU context the sampler belongs to</param>
/// <param name="descriptor">The Maxwell sampler descriptor</param>
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public Sampler(GpuContext context, SamplerDescriptor descriptor)
{
MinFilter minFilter = descriptor.UnpackMinFilter();
MagFilter magFilter = descriptor.UnpackMagFilter();
bool seamlessCubemap = descriptor.UnpackSeamlessCubemap();
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AddressMode addressU = descriptor.UnpackAddressU();
AddressMode addressV = descriptor.UnpackAddressV();
AddressMode addressP = descriptor.UnpackAddressP();
CompareMode compareMode = descriptor.UnpackCompareMode();
CompareOp compareOp = descriptor.UnpackCompareOp();
ColorF color = new ColorF(
descriptor.BorderColorR,
descriptor.BorderColorG,
descriptor.BorderColorB,
descriptor.BorderColorA);
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float minLod = descriptor.UnpackMinLod();
float maxLod = descriptor.UnpackMaxLod();
float mipLodBias = descriptor.UnpackMipLodBias();
float maxRequestedAnisotropy = descriptor.UnpackMaxAnisotropy();
float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
_hostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
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minFilter,
magFilter,
seamlessCubemap,
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addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
if (GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 && (minFilter == MinFilter.LinearMipmapNearest || minFilter == MinFilter.LinearMipmapLinear))
{
maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy;
_anisoSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
minFilter,
magFilter,
seamlessCubemap,
addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
}
}
/// <summary>
/// Gets a host sampler for the given texture.
/// </summary>
/// <param name="texture">Texture to be sampled</param>
/// <returns>A host sampler</returns>
public ISampler GetHostSampler(Texture texture)
{
return _anisoSampler != null && AllowForceAnisotropy(texture) ? _anisoSampler : _hostSampler;
}
/// <summary>
/// Determine if the given texture can have anisotropic filtering forced.
/// Filtered textures that we might want to force anisotropy on should have a lot of mip levels.
/// </summary>
/// <param name="texture">The texture</param>
/// <returns>True if anisotropic filtering can be forced, false otherwise</returns>
private static bool AllowForceAnisotropy(Texture texture)
{
if (texture == null || !(texture.Target == Target.Texture2D || texture.Target == Target.Texture2DArray))
{
return false;
}
int maxSize = Math.Max(texture.Info.Width, texture.Info.Height);
int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
return texture.Info.Levels >= Math.Min(MinLevelsForAnisotropic, maxLevels);
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}
/// <summary>
/// Disposes the host sampler object.
/// </summary>
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public void Dispose()
{
_hostSampler.Dispose();
_anisoSampler?.Dispose();
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}
}
}